Hmmm for a capitol only commander that Shaman doesn't seem very powerfull

And I think you are giving the nation a bit to much starting gems even for EA

__________________
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Well then, any other ideas for gem income? Turanic magic should be more nature oriented way of tien chi, and less astral.

Also, it's just for a thematic purpose. I may buff up the Werewolf shaman and give him more regeneration to make up for capitol only.

Please add all opinions, ideas for stats that may make the game balanced. I want to hear them. I am making 2 lesser infantry units, one with spear, javelin, full leather,round shield and iron cap, one with furs, bow and dagger, but easily draftable, and 9 morale.These will be lesser tribes sending men to war for fame and fortune. Sprites are not made yet, but the Tirnanog's infantry sprite may be edited a bit.

you should look for unit sprites on the forum, someone has a DB with the sprites of all units from the game (till a certain patch). If you can't find it I could mail it to you but it should be on the forum somewhere, since that is where I got it too , maybe in one of the stickied threads or something.

PS for gems I'd probably just focus on the 2 main paths of the nation, helps to give the nation identity.

__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.

about the first troop:
enc 1 is very very much superhuman normal humans have 3, barbs 2
for militia level troops their attack stat of 11 might be a bit high but could also be explained.
MR 11 could be but why not just 10?
Their strenght of 11 can fit if they are somewhat going to barbarians (stronger than normal) I can see this fit too, same for hp.
A pillage bonus on a regular troop is ok but for the militia I'd lower it to 1 IF you leave it.

i also think their equipment is a bit strong for a militia, full leather and full helmet for militia might be toned down a bit.

The gc of the troop is too low though, even if you change most of the things I said the stats will still be higher than regular human troops (which have nearly all 10's as you know and no bonus thingies) so the gc shouldn't be LOWER than 10, but higher, probably even 12 and not just 11.

For the 2nd troops the comments on enc stays, you really should up this to 2 AT LEAST.
I'd lower or remove the pillage bonus for these pplz too since hunters aren't exactly pillager IMHO

young (relatively untrained I'm thinking?) probably shouldn't have def 11 and prec 12 but you could leave that since there are explanations possible.

for the rest the stats seem decent.. except that for these stronger than avarage human troops (just like the other one more going to barbarians than normal militia) you should probably increase gc to 11 or 12

I still think that this nations with it's where wolves and very much overall "nature" feel and probably nature summons should just have a decent nature gem income and maybe one or 2 loose gems (I'd go for 1) and not have a lot of single gems as income... I'd not very practical and so far the nation doesn't have much feel like tienchi as a nation which studies every aspect of magic etc... it's a nature magic nation and it should express that.

__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.

I'm editing stats but str 11 stays that way, and enc gets 2, they are young but willing to fight hard and are real hardened from running along horses for years from childhood. If you don't have a horse, the army won't wait for you

Attack 11 will get to 10, defense will be 10, but morale stays 9(nothing to lose, much to gain +1, Militia -2 +10 = 9), MR becomes 9 as a tribute to weakness to superstition and folk tales and constant terrorisation by supernatural forces in Turkic legends.

Hunters wont pillage, but infantry definitely can, as if except early game will they have a meaning...